Abstract :
In this paper, we review past empirical research studies on the use of threedimensional
immersive virtual worlds in education settings such as K-12 and
higher education. Three questions guided our review: (1) How are virtual
worlds (eg, ActiveWorlds, Second Life) used by students and teachers? (2)What
types of research methods have been applied? (3) What research topics have
been conducted on virtual worlds in teaching and learning, as well as their
related findings? Overall, we found that virtual worlds may be utilised for the
following uses: (1) communication spaces, (2) simulation of space (spatial),
and (3) experiential spaces (‘acting’ on theworld). Most of the studies reviewed
were descriptive and conducted in polytechnic and university settings, and
past virtual world research had been most frequently carried out in the media
arts and health and environment disciplines. Three main research topics were
found: participants’ affective domain, learning outcomes and social interaction.
We conclude by summarising some major findings and discussing three
limitations of previous empirical studies. Several recommendations for future
research related to virtual worlds in education settings are also provided.